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Aloe ellenbeckii

Aloe ellenbeckii

Nothing in Aloe ellenbeckii's stat line sets it apart from the other succulents in the game, so what it brings is its kit: the ability Xeric Climax, the advanced attack Prickly Situation and the Waxy Cuticle and Root Sloughing traits.

XP 100%SUN 120HP 162Aloe ellenbeckiiSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistPrickβš” 31β˜€ 0Xeric Climaxfree1Γ— / battleretreat β˜€24speed 0.48Waxy CuticleactiveRoot SloughingactivePrickly Situationβš” 34β˜€ 2Aloe ellenbeckii β€” full-size photoAloe ellenbeckiiAloe ellenbeckiiLVL 100

Overview

Nothing in Aloe ellenbeckii's stat line sets it apart from the other succulents in the game, so what it brings is its kit: the ability Xeric Climax, the advanced attack Prickly Situation and the Waxy Cuticle and Root Sloughing traits.

Aloe ellenbeckii fights as a succulent (categories) in the Specialist succession group. It is native to Africa, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Prick β€” starter attack, 2 Sun. A light, quick prick. Expected damage: 27.
  • Xeric Climax β€” ability, free once per battle. Master of the drylands: heal 70%.
  • Prickly Situation β€” advanced attack, 6 Sun. Leaves the foe full of irritant spines. Expected damage: 29.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Waxy Cuticle β€” from Lv 10. It takes 3 less damage from every direct hit.
  • Root Sloughing β€” from Lv 68. Each checkup, active or benched, it sheds a stack of its worst status.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.

StatLv 40Lv 100
HP (neutral)90162
HP (native)103187
ATK (neutral)1730
DEF819
Initiative500.81
Sustained tempo (SPD)290.48
Retreat cost (Sun)1224
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 12 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.

Succession matchups

Aloe ellenbeckii is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • Over its life, its power overtakes its tempo at Lv 28 as a native and at Lv 32 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

Total power

Leveling trades speed for power. A plant’s tempo (SPD + INI, the turn-order edge) fades as it grows, while its power (HP + ATK + DEF, net of the rising Sun cost to retreat) climbs. The crossover is the level where power overtakes tempo: below it the plant is a fast skirmisher, above it a heavyweight. Shown for each stance this plant can actually hold β€” native adds a HP cushion, invasive an attack edge, neutral neither β€” with the card at its crossover and fully grown at LvΒ 100.

Nativepower overtakes tempo at Lv 28

CrossoverLv 28
HP
86
ATK
15
DEF
6
SPD
35.07
INI
59.29
Retreat
βˆ’10
Tempo94.36
Power97
Fully grownLv 100
HP
187
ATK
30
DEF
19
SPD
0.48
INI
0.81
Retreat
βˆ’24
Tempo1.29
Power212

Neutralpower overtakes tempo at Lv 32

CrossoverLv 32
HP
80
ATK
16
DEF
7
SPD
33.15
INI
56.04
Retreat
βˆ’11
Tempo89.19
Power92
Fully grownLv 100
HP
162
ATK
30
DEF
19
SPD
0.48
INI
0.81
Retreat
βˆ’24
Tempo1.29
Power187

Sources

  1. Aloe ellenbeckii on iNaturalist
  2. Aloe ellenbeckii on Wikipedia
  3. Aloe ellenbeckii on Plants of the World Online